map request on behalf of CAL and Clan Members
cLouTieR
10-21-2004, 03:53 PM
i just finished talking with alot of CAL players and a few admins - and we were wondering if any mapper out there would be willing to make a map based on the layouts of popular cs maps such as : de_inferno, de_cbble but with the dod models and aspect to it..
much like dod_harrington was based on the de_dust2 layout.
if you can do this and are willing ... please post here or contact myself in irc #zero.effect on gamesurge
Colonel Forbin
10-21-2004, 03:59 PM
well, there's this
http://www.dayofdefeat.com/forums/showthread.php?s=&threadid=41233
cbble would be a nice conversion though
PanFrie
10-21-2004, 04:17 PM
herrington was a conversion from dust2???? wow.... doesnt seem like that at all...
cLouTieR
10-21-2004, 05:46 PM
look at the layout of both ... same thing
but again - would anyone be willing to make dod versions of those maps please
Darkwing
10-21-2004, 06:40 PM
based.... very loosely. the allied side and the the plateau and arch areas are practical rip offs, but then the bridge and mountain house side doesnt really have any resemblance.
But straight cs layout ports dont make good dod maps. CS has no respawns, and has objectives. Having flags and respawns makes the map play very differently. But you can base the map and change the layout and stretch areas and widen routes, just like harrington did to dust2.
Neutrino
10-21-2004, 07:02 PM
i would have said yes before. but knowing source engine is almost here, im not sure i want to start another project.
cLouTieR
10-21-2004, 07:41 PM
is source almost here tho ...
and darkwing harrington is a dust2 remake ... like i said .. its been adapted for dod. but it has its basic layout
travis
10-21-2004, 07:49 PM
i think cs maps might me a lot better is they were objective based, not flag/territory based, you gotta remember the gameplay the maps were initially designed for - would be nice to see say dust2 with an 88 at each bombsite and the axis have to defend them both for say 10mins or something, that could work better than flags.
Colonel Forbin
10-21-2004, 08:12 PM
Originally posted by smak-
is source almost here tho ...
and darkwing harrington is a dust2 remake ... like i said .. its been adapted for dod. but it has its basic layout like darkwing said though, very loosly based... unless long A had apartments, and B had a river. Harrington is much smaller than Dust2 as well.
And random, what about defending cows or something....
Darkwing
10-21-2004, 08:21 PM
and smak, read what i posted, im agreeing with you, to some extent. harry isnt an exact remake, it took the layout and intial design, worked it a bit, stretched areas, changed some routes, and edited areas of the map to make it play well in dod. the plateau and arch areas and the allied side of the map have definitive similarities, but dust2 has no bridge and waterfall and no mountain house. so yeah, i agree, its based on dust2, but i wouldnt go so far to call it a 'remake'. but then again, i didnt map it, so ask what holeman thinks, he mapped it. so yeah, we're all in a nice and happy agreement. :)
And a mapper would have to do the same for inferno and cobble. Direct layout ports wouldnt work in dod at all, escpecially cobble and its wide open areas. ive tried it with inferno, ive tried using the layout and stretching routes and widening areas, but i gave up because i could tell how i was editing the map wasnt going to work well in dod, and it would be a lot of effort to make it into a good war map.
plus i was working on diversion (which is an alright war map if you give it a chance)
travis
10-21-2004, 08:47 PM
Originally posted by Darkwing
i was working on diversion (which is an alright war map if you give it a chance)
^^^^^^^^^^^^^^^^^^^^^^^^
cLouTieR
10-21-2004, 09:19 PM
ive played division ... and never took to it.
Colonel Forbin
10-21-2004, 09:29 PM
the main problem with CS maps is that they're completely asymetrical, so like random said (and like what i did with inferno) they're much better as deffensive maps and hardly any of them will play well as flag cap maps.
another huge problem, is what darkwing said, they're absolutely dominated by rifles with their wide open spaces. If you've ever played dod_dust with k98's it's like everyone has super awps.
I could see cbble redone sort of like veghel. add a nice church tower for snipering.
Craftos
10-22-2004, 12:33 AM
I don't get this.
Get some modeler, convert DoD models to CS, then you will be able to play every CS map.
I don't see any fun in CS maps, after 5 games it get boring, cause in ends up the same way. Both teams meet at some point and kill each other -or- (sometimes) on one player survives, hides somewhere and the rest is running madly to get him quick, cause dead ones has no patience to wait more.
CS maps are very simple and there are better and nicer DoD maps created in similar way than CS default ones.
Sorry, but if leagues want start to use CS maps, DoD has fallen to deepest bottom of hell.
haircut
10-22-2004, 01:30 AM
dod_dust was just an experiment and I doute I'll try it with any other CS maps for all the reasons mentioned here, The maps just don't play well enough for dod.
But most CS layouts can be adapted and turned into really good DoD maps.
EDIT: CS maps like de_dust (dod_dust 5 flag cap) don't play like CS games, you respawn and don't always meet players in the same place, due to flags.
cLouTieR
10-22-2004, 06:48 AM
are you ppl listening to me AT all? i requested that you take the BASIC LAYOUT of those maps ... WHICH HAPPEN TO BE NONLINEAR ... which make maps for interesting having more routes to take and cover - and make it into a dod style like what dod_harrington.
no i know they are open maps for CS ... but again ... LAYOUTS, add rubble, extra houses, tanks, flags, and what not --- but the basic layouts are great.
thats all im saying - i know cs maps are boring, but what you ppl dont get is that they are layed out perfectly for clan play.
Craftos
10-22-2004, 06:57 AM
Originally posted by haircut
CS maps like de_dust (dod_dust 5 flag cap) don't play like CS games, you respawn and don't always meet players in the same place, due to flags.
Only if players care about flagcapping.
That's my experiences with harrington, it 'works' in dod in much different way than typical dod map.
smak:
I know what you mean, but CS maps are ultra simple, basically 2-3 ways to move from one spawn to another. I don't think that will make perfect dod map.
Well, whatever ....
:rolleyes:
Khakiass
10-22-2004, 11:48 AM
Harrington works for clan play because it has 3 main routes:
Long
Mid
Bridge
and then adds a smaller alternate route on either side of the Long & Bridge that adds a vertical level of play:
Hallway (high)
Waterfall (low)
Players can reach the Mid from 4 entrances.
If mappers could duplicate the general simplicity of Harrington's layout, with the focus on a central area that is key to control to win out but easily accessed by either side, you would be making another great clan map.
Kid-A
10-22-2004, 12:39 PM
Well I'm working on this:
http://www.dayofdefeat.net/forums/showthread.php?s=&threadid=41456
And would be happy of any input from CAL etc.
Basically non-linear is what I'm aiming for. Originally I was going for a cherbourg sort of layout but reduced in size as it was too big. But it sort of just made it self once I had a few areas made.
I noticed anzio has no 'proper' 1st flag. And used that as I believe that add's alot to non-linearity.
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